Srinath Sridhar
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Srinath Sridhar has a total of 53 co-authors. Here are the top co-authors by number of shared publications:
- James Tompkin
Brown University
2 shared publications - Numair Khan
Brown University
2 shared publications - Or Litany
Technion - Israel institute of technology, Haifa, Israel
2 shared publications - Rao Fu
Brown University
2 shared publications Shiqin Yan
Brown University
2 shared publications- Shunsuke Saito
Codec Avatars Lab, Meta
2 shared publications
Latest Publications
- 9 September 2026
- Published by Springer Nature
- p. 152-172
Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models
- 9 September 2026
- Published by Springer Nature
- p. 152-172
Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models
- Open Access
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Asiagraphics Workshop on Neural Graphics Processing
Neural Graphics Processing (NGP) combines advances in deep learning with the long-standing goals of computer graphics: expressive representations, efficient rendering, controllable modeling, and interactive visual computing. This workshop brings together researchers working across geometry processing, neural rendering, generative modeling, embodied AI, immersive environments, digital twins, and virtual humans. Its goal is to give SIGGRAPH attendees a concise technical view of how neural representations and generative models can augment, accelerate, and sometimes reshape classical graphics pipelines. The program emphasizes invited talks, discussion, and audience engagement, with attention to current research results, open technical challenges, and future directions for scalable, physically grounded, and controllable visual computing. More details: https://www.asiagraphics.org/asiagraphics-workshop-on-neural-graphics-processing-at-siggraph-2026.
- 19 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-3
Open AccessAsiagraphics Workshop on Neural Graphics Processing
Neural Graphics Processing (NGP) combines advances in deep learning with the long-standing goals of computer graphics: expressive representations, efficient rendering, controllable modeling, and interactive visual computing. This workshop brings together researchers working across geometry processing, neural rendering, generative modeling, embodied AI, immersive environments, digital twins, and virtual humans. Its goal is to give SIGGRAPH attendees a concise technical view of how neural representations and generative models can augment, accelerate, and sometimes reshape classical graphics pipelines. The program emphasizes invited talks, discussion, and audience engagement, with attention to current research results, open technical challenges, and future directions for scalable, physically grounded, and controllable visual computing. More details: https://www.asiagraphics.org/asiagraphics-workshop-on-neural-graphics-processing-at-siggraph-2026.
- 30 March 2026
- Published by Wiley in Computer Graphics Forum
ProcTex: Consistent and Interactive Text‐to‐texture Synthesis for Part‐based Procedural Models
Recent advances in generative modeling have driven significant progress in text‐guided texture synthesis. However, current methods focus on synthesizing texture for single static 3D object, and struggle to handle entire families of shapes, such as those produced by procedural programs. Applying existing methods naively to each procedural shape is too slow to support exploring different parameter configurations at interactive rates, and also results in inconsistent textures across the procedural shapes. To this end, we introduce ProcTex, the first text‐to‐texture system designed for part‐based procedural models. ProcTex enables consistent and real‐time text‐guided texture synthesis for families of shapes, which integrates seamlessly with the interactive design flow of procedural modeling. To ensure consistency, our core approach is to synthesize texture for a template shape from the procedural model, followed by a texture transfer stage to apply the texture to other procedural shapes via solving dense correspondence. To ensure interactiveness, we propose a novel correspondence network and show that dense correspondence can be effectively learned by a neural network for procedural models. We also develop several techniques, including a retexturing pipeline to support structural variation from procedural parameters, and part‐level UV texture map generation for local appearance editing. Extensive experiments on a diverse set of procedural models validate ProcTex's ability to produce high‐quality, visually consistent textures while supporting interactive applications. Code and data are available at: https://github.com/ruiqixu37/ProcTex.git
- 30 March 2026
- Published by Wiley in Computer Graphics Forum
ProcTex: Consistent and Interactive Text‐to‐texture Synthesis for Part‐based Procedural Models
Recent advances in generative modeling have driven significant progress in text‐guided texture synthesis. However, current methods focus on synthesizing texture for single static 3D object, and struggle to handle entire families of shapes, such as those produced by procedural programs. Applying existing methods naively to each procedural shape is too slow to support exploring different parameter configurations at interactive rates, and also results in inconsistent textures across the procedural shapes. To this end, we introduce ProcTex, the first text‐to‐texture system designed for part‐based procedural models. ProcTex enables consistent and real‐time text‐guided texture synthesis for families of shapes, which integrates seamlessly with the interactive design flow of procedural modeling. To ensure consistency, our core approach is to synthesize texture for a template shape from the procedural model, followed by a texture transfer stage to apply the texture to other procedural shapes via solving dense correspondence. To ensure interactiveness, we propose a novel correspondence network and show that dense correspondence can be effectively learned by a neural network for procedural models. We also develop several techniques, including a retexturing pipeline to support structural variation from procedural parameters, and part‐level UV texture map generation for local appearance editing. Extensive experiments on a diverse set of procedural models validate ProcTex's ability to produce high‐quality, visually consistent textures while supporting interactive applications. Code and data are available at: https://github.com/ruiqixu37/ProcTex.git
- 16 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Artificial Intelligence
- Vol. 7 (6) , 3574-3584
HFGaussian: Learning Generalizable Gaussian Human With Integrated Human Features
Recent advancements in radiance field rendering show promising results in 3D scene representation, where Gaussian splatting-based techniques emerge as state-of-the-art due to their quality and efficiency. Gaussian splatting is widely used for various applications, including 3D human representation. However, previous 3D Gaussian splatting methods can not render RGB and human features simultaneously. Furthermore, these methods either use parametric body models as additional information or fail to provide any underlying structure, like human biomechanical features, which are essential for various applications such as medical diagnosis. In this paper, we present a novel approach called HFGaussian that can estimate novel views and human features, such as the 3D skeleton, 3D key points, and dense pose, from sparse input images simultaneously in real time at 25 FPS. The proposed method leverages the generalizable Gaussian splatting technique to represent the human subject and 3D consistent human features, enabling efficient and generalizable reconstruction. By incorporating a pose regression network and the feature splatting technique with Gaussian splatting, HFGaussian demonstrates improved capabilities over existing 3D human methods, showcasing the potential of 3D human representations with integrated biomechanics. We thoroughly evaluate our HFGaussian method against the latest state-of-the-art techniques in human Gaussian splatting methods, demonstrating its real-time, state-of-the-art performance. Project page: https://github.com/arnabdeypolimi/HFGaussian_official.
- 16 December 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Artificial Intelligence
- Vol. 7 (6) , 3574-3584
HFGaussian: Learning Generalizable Gaussian Human With Integrated Human Features
Recent advancements in radiance field rendering show promising results in 3D scene representation, where Gaussian splatting-based techniques emerge as state-of-the-art due to their quality and efficiency. Gaussian splatting is widely used for various applications, including 3D human representation. However, previous 3D Gaussian splatting methods can not render RGB and human features simultaneously. Furthermore, these methods either use parametric body models as additional information or fail to provide any underlying structure, like human biomechanical features, which are essential for various applications such as medical diagnosis. In this paper, we present a novel approach called HFGaussian that can estimate novel views and human features, such as the 3D skeleton, 3D key points, and dense pose, from sparse input images simultaneously in real time at 25 FPS. The proposed method leverages the generalizable Gaussian splatting technique to represent the human subject and 3D consistent human features, enabling efficient and generalizable reconstruction. By incorporating a pose regression network and the feature splatting technique with Gaussian splatting, HFGaussian demonstrates improved capabilities over existing 3D human methods, showcasing the potential of 3D human representations with integrated biomechanics. We thoroughly evaluate our HFGaussian method against the latest state-of-the-art techniques in human Gaussian splatting methods, demonstrating its real-time, state-of-the-art performance. Project page: https://github.com/arnabdeypolimi/HFGaussian_official.
- 3 October 2024
- Published by Springer Nature
- p. 52-70
AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes
- 3 October 2024
- Published by Springer Nature
- p. 52-70
AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes
- Top Cited Papers
- 24 May 2022
- Published by Wiley in Computer Graphics Forum
- Vol. 41 (2) , 641-676
Neural Fields in Visual Computing and Beyond
Recent advances in machine learning have led to increased interest in solving visual computing problems using methods that employ coordinate‐based neural networks. These methods, which we callneural fields, parameterize physical properties of scenes or objects across space and time. They have seen widespread success in problems such as 3D shape and image synthesis, animation of human bodies, 3D reconstruction, and pose estimation. Rapid progress has led to numerous papers, but a consolidation of the discovered knowledge has not yet emerged. We provide context, mathematical grounding, and a review of over 250 papers in the literature on neural fields. InPart I, we focus on neural field techniques by identifying common components of neural field methods, including different conditioning, representation, forward map, architecture, and manipulation methods. InPart II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, and highlights the improved quality, flexibility, and capability brought by neural field methods. Finally, we present a companion website that acts as a living database that can be continually updated by the community.
- 24 May 2022
- Published by Wiley in Computer Graphics Forum
- Vol. 41 (2) , 641-676
Top Cited PapersNeural Fields in Visual Computing and Beyond
Recent advances in machine learning have led to increased interest in solving visual computing problems using methods that employ coordinate‐based neural networks. These methods, which we callneural fields, parameterize physical properties of scenes or objects across space and time. They have seen widespread success in problems such as 3D shape and image synthesis, animation of human bodies, 3D reconstruction, and pose estimation. Rapid progress has led to numerous papers, but a consolidation of the discovered knowledge has not yet emerged. We provide context, mathematical grounding, and a review of over 250 papers in the literature on neural fields. InPart I, we focus on neural field techniques by identifying common components of neural field methods, including different conditioning, representation, forward map, architecture, and manipulation methods. InPart II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, and highlights the improved quality, flexibility, and capability brought by neural field methods. Finally, we present a companion website that acts as a living database that can be continually updated by the community.
- Open Access
Neural Fields in Visual Computing and Beyond
Recent advances in machine learning have created increasing interest in solving visual computing problems using a class of coordinate-based neural networks that parametrize physical properties of scenes or objects across space and time. These methods, which we call neural fields, have seen successful application in the synthesis of 3D shapes and image, animation of human bodies, 3D reconstruction, and pose estimation. However, due to rapid progress in a short time, many papers exist but a comprehensive review and formulation of the problem has not yet emerged. In this report, we address this limitation by providing context, mathematical grounding, and an extensive review of literature on neural fields. This report covers research along two dimensions. In Part I, we focus on techniques in neural fields by identifying common components of neural field methods, including different representations, architectures, forward mapping, and generalization methods. In Part II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, demonstrating the improved quality, flexibility, and capability brought by neural fields methods. Finally, we present a companion website that contributes a living version of this review that can be continually updated by the community.
Open AccessNeural Fields in Visual Computing and Beyond
Recent advances in machine learning have created increasing interest in solving visual computing problems using a class of coordinate-based neural networks that parametrize physical properties of scenes or objects across space and time. These methods, which we call neural fields, have seen successful application in the synthesis of 3D shapes and image, animation of human bodies, 3D reconstruction, and pose estimation. However, due to rapid progress in a short time, many papers exist but a comprehensive review and formulation of the problem has not yet emerged. In this report, we address this limitation by providing context, mathematical grounding, and an extensive review of literature on neural fields. This report covers research along two dimensions. In Part I, we focus on techniques in neural fields by identifying common components of neural field methods, including different representations, architectures, forward mapping, and generalization methods. In Part II, we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, demonstrating the improved quality, flexibility, and capability brought by neural fields methods. Finally, we present a companion website that contributes a living version of this review that can be continually updated by the community.
- 1 May 2019
- Published by Wiley in Computer Graphics Forum
- Vol. 38 (2) , 367-378
Learning a Generative Model for Multi‐Step Human‐Object Interactions from Videos
Creating dynamic virtual environments consisting of humans interacting with objects is a fundamental problem in computer graphics. While it is well‐accepted that agent interactions play an essential role in synthesizing such scenes, most extant techniques exclusively focus on static scenes, leaving the dynamic component out. In this paper, we present a generative model to synthesize plausible multi‐step dynamic human‐object interactions. Generating multi‐step interactions is challenging since the space of such interactions is exponential in the number of objects, activities, and time steps. We propose to handle this combinatorial complexity by learning a lower dimensional space of plausible human‐object interactions. We use action plots to represent interactions as a sequence of discrete actions along with the participating objects and their states. To build action plots, we present an automatic method that uses state‐of‐the‐art computer vision techniques on RGB videos in order to detect individual objects and their states, extract the involved hands, and recognize the actions performed. The action plots are built from observing videos of everyday activities and are used to train a generative model based on a Recurrent Neural Network (RNN). The network learns the causal dependencies and constraints between individual actions and can be used to generate novel and diverse multi‐step human‐object interactions. Our representation and generative model allows new capabilities in a variety of applications such as interaction prediction, animation synthesis, and motion planning for a real robotic agent.
- 1 May 2019
- Published by Wiley in Computer Graphics Forum
- Vol. 38 (2) , 367-378
Learning a Generative Model for Multi‐Step Human‐Object Interactions from Videos
Creating dynamic virtual environments consisting of humans interacting with objects is a fundamental problem in computer graphics. While it is well‐accepted that agent interactions play an essential role in synthesizing such scenes, most extant techniques exclusively focus on static scenes, leaving the dynamic component out. In this paper, we present a generative model to synthesize plausible multi‐step dynamic human‐object interactions. Generating multi‐step interactions is challenging since the space of such interactions is exponential in the number of objects, activities, and time steps. We propose to handle this combinatorial complexity by learning a lower dimensional space of plausible human‐object interactions. We use action plots to represent interactions as a sequence of discrete actions along with the participating objects and their states. To build action plots, we present an automatic method that uses state‐of‐the‐art computer vision techniques on RGB videos in order to detect individual objects and their states, extract the involved hands, and recognize the actions performed. The action plots are built from observing videos of everyday activities and are used to train a generative model based on a Recurrent Neural Network (RNN). The network learns the causal dependencies and constraints between individual actions and can be used to generate novel and diverse multi‐step human‐object interactions. Our representation and generative model allows new capabilities in a variety of applications such as interaction prediction, animation synthesis, and motion planning for a real robotic agent.